The Nexus 5 has is a powerful device packed with a Snapdragon 2.3ghz CPU and an Adreno 320 GPU that makes your daily activities and gaming a breeze. Well, over the last couple of months of 2014 Qualcomm has been support users with updates to the GPU, improving the graphics, functionality, and stability of your Nexus 5. A benchmark cannot tell you the performance - benchmarks prove none to little about what your GPU is doing, only daily use tells everything.

With these drivers there will be less overheating, more stability and an easier flow of your day

Developers' View
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Driver Release Notes

August 8:User Mode Driver
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This release contains a developer preview of the user-mode driver binaries for Qualcomm Adreno 3xx GPU on Nexus 4, Nexus 5, and Nexus 7 devices running Google Android 4.4.4 KitKat. This release includes OpenCL in addition to OpenGL ES. It has been tested with the KTU84P factory image. This release is intended only for developers, and does not meet our customer release quality. Refer to the included release notes for a list of fixes and enhancements.

Developer Forums
==============================Here is like the XDA of Qualcomm, remember you need to be a developer and have a registered Qualcomm ID.

Remove erroneous report of paletted texture formats from the GL_COMPRESSED_TEXTURE_FORMATS query when GL_OES_compressed_paletted_texture is not reported in the extension string list.

Fix a possible segmentation fault in glTexImage2D().

Fix mishandling of trailing whitespace after a GLSL #if directive.

Fix intermittent crashes from GLSL symbol table corruption.

Fix a scenario where performing a glQueryCounter() followed by glGet(GL_TIMESTAMP_EXT) and taking the difference between the two could result in a negative value, wrongly indicating a negative latency between the CPU and GPU.

Fix possible page fault when a shared EGL surface has a depth buffer.

Fix intermittent crash in Chrome browser that sometimes occurred while rotating and locking the device at the same time.

Fix the total count of uniform samplers when uniform samplers are used both in the vertex and fragment shader.

Fix erroneous compile errors for certain YUV GLSL shaders.

Fix a crash when indexing a sampler by a non-constant index in GLSL.

Fix issues with dEQP transform feedback tests.

Fix miplevel corruptions in conformance tests.

The following fixes were included in the March 2014 Adreno driver release for Nexus 4, Nexus 5, and Nexus 7 and are also included in this release:

Increase the maximum available number of uniform vectors from 251 to 256 for vertex shaders and from 221 to 224 for fragment shaders.

Fix possible lost nodes in GLSL preprocessor symbol table. Under certain conditions, using the #undef directive in a shader could cause other, unrelated symbols to be lost. This fixes a shader issue in The Amazing Spider-Man game from Gameloft.

Fix RBOs with no allocated storage to correctly report a zero sample count.

Fix potential crash when multiple GL contexts are rendering to the same EGL surface and the EGL surface is unmapped. This fixes a possible crash while running Google’s Compatibility Test Suite.

Add processor selection in Renderscript, to measure GPU and CPU execution times and choose the fastest processor for a given kernel to execute.

If a texture is changed in a shared context and the texture is bound or rebound in the current context, then update texture samplers to ensure the changes are visible in the current context, in accordance with Rule 4, section D.3.3 of the OpenGL® ES 3.0 spec.

Fast clear is not compatible with stencil mask, so disable it when stencil mask is enabled.

Allow glBlitFramebuffer() to blit within the default framebuffer if color buffers are for different surfaces.

Do not kill the application in case of GPU reset.

Fix problems with some uniforms in override programs not being set correctly by Adreno Profiler.

Change glCopyTexImage2D() to prohibit SNORM as a destination format, as per Table 3.15 of the OpenGL® ES Version 3.0 spec.

Relaxed restrictions on the width and height parameters of glCompressedTexSubImage2D() to allow updates of 1x1 and 2x2 miplevels for ETC2/EAC formats. The incoming data buffer must still have its width and height padded to four, as required by ETC2/EAC, but the width and height parameters to the function call may reflect the actual texture dimensions.

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